//Attacking phase for human players public virtual void AttackingPhase(GameRiver gameRiver, Card attackingCard) { CardList gameRiverList = new CardList(); for (int i = 0; i < gameRiver.length(); i++) { gameRiverList.Add(gameRiver.GetCard(i)); } switch (gameRiver.length()) { case 0: gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); break; case 2: if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); break; } break; case 4: if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); break; } break; case 6: if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); break; } break; case 8: if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); break; } break; } }
} // end of CardSuitsEnum() //Beginning of GameDeck() static void GameDeck() { GameDeck myDeck = new GameDeck(); myDeck.Shuffle(52); //showdeck Console.WriteLine(myDeck.ToString(myDeck)); //player one draws a single card from deck Card card1; card1 = myDeck.DrawCard(); Console.WriteLine(card1.ToString(1)); //showdeck Console.WriteLine(myDeck.ToString(myDeck)); //creates two player objects PlayerHand playerOneHand = new PlayerHand(); PlayerHand playerTwoHand = new PlayerHand(); //player one adds drawn card to hand playerOneHand.AddCardToHand(card1); Console.WriteLine(playerOneHand.ToString(playerOneHand, 1)); //player two draws 6 cards CardList cardsDrawn1; cardsDrawn1 = myDeck.DrawCards(6); Console.WriteLine(cardsDrawn1.ToString(cardsDrawn1, 2)); //playertwo adds cards to hand playerTwoHand.AddCardsToHand(cardsDrawn1); Console.WriteLine(playerTwoHand.ToString(playerTwoHand, 2)); //playertwo chooses two cards from hand Card choosenCardFromHand1; choosenCardFromHand1 = playerTwoHand.ChooseCardFromHand(2); Card choosenCardFromHand3; choosenCardFromHand3 = playerTwoHand.ChooseCardFromHand(0); Console.WriteLine(playerTwoHand.ToString(playerTwoHand, 2)); //player one draws cards from deck CardList cardsDrawn2; cardsDrawn2 = myDeck.DrawCards(5); Console.WriteLine(cardsDrawn2.ToString(cardsDrawn2, 1)); playerOneHand.AddCardsToHand(cardsDrawn2); Console.WriteLine(playerOneHand.ToString(playerOneHand, 1)); //playerone chooses two cards from hand Card choosenCardFromHand2; choosenCardFromHand2 = playerOneHand.ChooseCardFromHand(1); Card choosenCardFromHand4; choosenCardFromHand4 = playerOneHand.ChooseCardFromHand(2); Console.WriteLine(playerOneHand.ToString(playerOneHand, 1)); //choosen card from playertwo put in gameriver1 list GameRiver gameRiver1 = new GameRiver(); //player two choosen cards added to river gameRiver1.AddCardToRiver(choosenCardFromHand1); gameRiver1.AddCardToRiver(choosenCardFromHand3); //player one choosen cards added to river gameRiver1.AddCardToRiver(choosenCardFromHand2); gameRiver1.AddCardToRiver(choosenCardFromHand4); Console.WriteLine(gameRiver1.ToString(gameRiver1)); //Console.WriteLine(gameRiver1.cardRiverComparison()); Console.ReadKey(); //GameDeck Functionality GameDeck deck1 = new GameDeck(); GameDeck deck2 = (GameDeck)deck1.Clone(); Console.WriteLine("\nThe first card in the original deck is: {0}", deck1.GetCard(0)); Console.WriteLine("The first card in the cloned deck is: {0}", deck2.GetCard(0)); deck1.Shuffle(52); Console.WriteLine("Original deck shuffled."); Console.WriteLine("The first card in the original deck is: {0}", deck1.GetCard(0)); Console.WriteLine("The first card in the cloned deck is: {0}", deck2.GetCard(0)); Console.ReadKey(); } // end of GameDeck()
//ComputerAttackingPhase method, guides the ai through attacking phase public void AttackingPhase(GameRiver gameRiver) { Card attackingCard = new Card(); CardList gameRiverList = new CardList(); bool sucessfullattack = false; for (int i = 0; i < gameRiver.length(); i++) { gameRiverList.Add(gameRiver.GetCard(i)); } switch (gameRiver.length()) { case 0: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { attackingCard = getHand().ChooseCardFromHand(i); gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); sucessfullattack = true; break; } break; case 2: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { attackingCard = getHand().ChooseCardFromHand(i); if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); sucessfullattack = true; break; } } break; case 4: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { attackingCard = getHand().ChooseCardFromHand(i); if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); sucessfullattack = true; break; } } break; case 6: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { attackingCard = getHand().ChooseCardFromHand(i); if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); sucessfullattack = true; break; } } break; case 8: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { attackingCard = getHand().ChooseCardFromHand(i); if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank) { gameRiver.AddCardToRiver(attackingCard); getHand().RemoveCardFromHand(attackingCard); sucessfullattack = true; break; } } break; } if (sucessfullattack == false && gameRiver.length() == 0 | gameRiver.length() == 2 | gameRiver.length() == 4 | gameRiver.length() == 6 | gameRiver.length() == 8) { setIsDefending(true); } }
//ComputerDefendingPhase method, guides the ai through Defending phase public void DefendingPhase(GameRiver gameRiver, Card trumpCard) { Card defendingCard = new Card(); CardList gameRiverList = new CardList(); bool sucessfulldefense = false; //int computerInput = 0; for (int i = 0; i < gameRiver.length(); i++) { gameRiverList.Add(gameRiver.GetCard(i)); } switch (gameRiver.length()) { case 1: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { defendingCard = getHand().ChooseCardFromHand(i); if (defendingCard.getCardSuit() == gameRiverList[0].suit & defendingCard > gameRiverList[0] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[0]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } } break; case 3: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { defendingCard = getHand().ChooseCardFromHand(i); if (defendingCard.getCardSuit() == gameRiverList[2].suit & defendingCard > gameRiverList[2] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[2]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } } break; case 5: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { defendingCard = getHand().ChooseCardFromHand(i); if (defendingCard.getCardSuit() == gameRiverList[4].suit & defendingCard > gameRiverList[4] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[4]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } } break; case 7: //AI chooses a card for (int i = 0; i < getHand().length(); i++) { defendingCard = getHand().ChooseCardFromHand(i); if (defendingCard.getCardSuit() == gameRiverList[6].suit & defendingCard > gameRiverList[6] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[6]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } } break; } if (sucessfulldefense == false && gameRiver.length() == 1 | gameRiver.length() == 3 | gameRiver.length() == 5 | gameRiver.length() == 7) { setIsDefending(false); } }
//Defending phase for human players public virtual void DefendingPhase(GameRiver gameRiver, Card trumpCard, Card defendingCard) { //Card defendingCard = new Card(); CardList gameRiverList = new CardList(); bool sucessfulldefense = false; //gameRiver.AddCardToRiver(defendingCard); //getHand().RemoveCardFromHand(defendingCard); //sucessfulldefense = true; for (int i = 0; i < gameRiver.length(); i++) { gameRiverList.Add(gameRiver.GetCard(i)); } switch (gameRiver.length()) { case 1: if (defendingCard.getCardSuit() == gameRiverList[0].suit & defendingCard > gameRiverList[0] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[0]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } break; case 3: if (defendingCard.getCardSuit() == gameRiverList[2].suit & defendingCard > gameRiverList[2] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[2]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } break; case 5: if (defendingCard.getCardSuit() == gameRiverList[4].suit & defendingCard > gameRiverList[4] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[4]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } break; case 7: if (defendingCard.getCardSuit() == gameRiverList[6].suit & defendingCard > gameRiverList[6] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[6]) { gameRiver.AddCardToRiver(defendingCard); getHand().RemoveCardFromHand(defendingCard); sucessfulldefense = true; break; } break; } //if (sucessfulldefense == false) //{ // setIsDefending(false); //} }